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<html lang="en">
	<head>
		<title>three.js webgl - postprocessing RGB Halftone</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
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		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - RGB Halftone post-processing by
			<a href="https://github.com/meatbags" target="_blank">Xavier Burrow</a>
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import Stats from 'three/addons/libs/stats.module.js';
			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
			import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
			import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
			import { HalftonePass } from 'three/addons/postprocessing/HalftonePass.js';

			let renderer, clock, camera, stats;

			const rotationSpeed = Math.PI / 64;

			let composer, group;

			init();

			function init() {

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );

				clock = new THREE.Clock();

				camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.z = 12;

				stats = new Stats();

				document.body.appendChild( renderer.domElement );
				document.body.appendChild( stats.dom );

				// camera controls
				const controls = new OrbitControls( camera, renderer.domElement );
				controls.target.set( 0, 0, 0 );
				controls.update();

				// scene

				const scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x444444 );

				group = new THREE.Group();
				const floor = new THREE.Mesh( new THREE.BoxGeometry( 100, 1, 100 ), new THREE.MeshPhongMaterial( {} ) );
				floor.position.y = - 10;
				const light = new THREE.PointLight( 0xffffff, 250 );
				light.position.y = 2;
				group.add( floor, light );
				scene.add( group );

				const mat = new THREE.ShaderMaterial( {

					uniforms: {},

					vertexShader: [
						'varying vec2 vUV;',
						'varying vec3 vNormal;',

						'void main() {',

						'vUV = uv;',
						'vNormal = vec3( normal );',
						'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',

						'}'
					].join( '\n' ),

					fragmentShader: [
						'varying vec2 vUV;',
						'varying vec3 vNormal;',

						'void main() {',

						'vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );',
						'gl_FragColor = c;',

						'}'
					].join( '\n' )
				} );

				for ( let i = 0; i < 50; ++ i ) {

					// fill scene with coloured cubes
					const mesh = new THREE.Mesh( new THREE.BoxGeometry( 2, 2, 2 ), mat );
					mesh.position.set( Math.random() * 16 - 8, Math.random() * 16 - 8, Math.random() * 16 - 8 );
					mesh.rotation.set( Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2 );
					group.add( mesh );

				}

				// post-processing

				composer = new EffectComposer( renderer );
				const renderPass = new RenderPass( scene, camera );
				const params = {
					shape: 1,
					radius: 4,
					rotateR: Math.PI / 12,
					rotateB: Math.PI / 12 * 2,
					rotateG: Math.PI / 12 * 3,
					scatter: 0,
					blending: 1,
					blendingMode: 1,
					greyscale: false,
					disable: false
				};
				const halftonePass = new HalftonePass( params );
				composer.addPass( renderPass );
				composer.addPass( halftonePass );

				window.onresize = function () {

					// resize composer
					renderer.setSize( window.innerWidth, window.innerHeight );
					composer.setSize( window.innerWidth, window.innerHeight );
					camera.aspect = window.innerWidth / window.innerHeight;
					camera.updateProjectionMatrix();

				};

				// GUI

				const controller = {
					radius: halftonePass.uniforms[ 'radius' ].value,
					rotateR: halftonePass.uniforms[ 'rotateR' ].value / ( Math.PI / 180 ),
					rotateG: halftonePass.uniforms[ 'rotateG' ].value / ( Math.PI / 180 ),
					rotateB: halftonePass.uniforms[ 'rotateB' ].value / ( Math.PI / 180 ),
					scatter: halftonePass.uniforms[ 'scatter' ].value,
					shape: halftonePass.uniforms[ 'shape' ].value,
					greyscale: halftonePass.uniforms[ 'greyscale' ].value,
					blending: halftonePass.uniforms[ 'blending' ].value,
					blendingMode: halftonePass.uniforms[ 'blendingMode' ].value,
					disable: halftonePass.uniforms[ 'disable' ].value
				};

				function onGUIChange() {

					// update uniforms
					halftonePass.uniforms[ 'radius' ].value = controller.radius;
					halftonePass.uniforms[ 'rotateR' ].value = controller.rotateR * ( Math.PI / 180 );
					halftonePass.uniforms[ 'rotateG' ].value = controller.rotateG * ( Math.PI / 180 );
					halftonePass.uniforms[ 'rotateB' ].value = controller.rotateB * ( Math.PI / 180 );
					halftonePass.uniforms[ 'scatter' ].value = controller.scatter;
					halftonePass.uniforms[ 'shape' ].value = controller.shape;
					halftonePass.uniforms[ 'greyscale' ].value = controller.greyscale;
					halftonePass.uniforms[ 'blending' ].value = controller.blending;
					halftonePass.uniforms[ 'blendingMode' ].value = controller.blendingMode;
					halftonePass.uniforms[ 'disable' ].value = controller.disable;

				}

				const gui = new GUI();
				gui.add( controller, 'shape', { 'Dot': 1, 'Ellipse': 2, 'Line': 3, 'Square': 4 } ).onChange( onGUIChange );
				gui.add( controller, 'radius', 1, 25 ).onChange( onGUIChange );
				gui.add( controller, 'rotateR', 0, 90 ).onChange( onGUIChange );
				gui.add( controller, 'rotateG', 0, 90 ).onChange( onGUIChange );
				gui.add( controller, 'rotateB', 0, 90 ).onChange( onGUIChange );
				gui.add( controller, 'scatter', 0, 1, 0.01 ).onChange( onGUIChange );
				gui.add( controller, 'greyscale' ).onChange( onGUIChange );
				gui.add( controller, 'blending', 0, 1, 0.01 ).onChange( onGUIChange );
				gui.add( controller, 'blendingMode', { 'Linear': 1, 'Multiply': 2, 'Add': 3, 'Lighter': 4, 'Darker': 5 } ).onChange( onGUIChange );
				gui.add( controller, 'disable' ).onChange( onGUIChange );

			}

			function animate() {

				const delta = clock.getDelta();
				stats.update();
				group.rotation.y += delta * rotationSpeed;
				composer.render( delta );

			}

		</script>
	</body>
</html>
